using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace Jewelnoid
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SecretCode secret;

        public static Game1 self;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.PreferredBackBufferWidth = 480;
            graphics.PreferredBackBufferHeight = 640;
            //graphics.ToggleFullScreen();
            graphics.ApplyChanges();
            
            Window.Title = "ArkZ";
            IsMouseVisible = true;

            self = this;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            SoundManager.addMusic("arkanoid", Content.Load<Song>("arkanoid"));
            SoundManager.addMusic("tetris", Content.Load<Song>("tetris"));

            SoundManager.addSound("toasty", Content.Load<SoundEffect>("Toasty"));

            //Space Invaders Phase
            SoundManager.addMusic("SpaceInvaders", Content.Load<Song>("SpaceInvaders"));

            SoundManager.addSound("shoot", Content.Load<SoundEffect>("shoot"));
            SoundManager.addSound("invaderkilled", Content.Load<SoundEffect>("invaderkilled"));
            SoundManager.addSound("explosion", Content.Load<SoundEffect>("explosion"));
            //Space Invaders End Phase           

            this.secret = new SecretCode();

            SceneManager.setScene(new Menu());
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            this.secret.update(gameTime);

            SceneManager.update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            SceneManager.draw(spriteBatch);

            this.secret.draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
